#version 450
#extension GL_NV_geometry_shader_passthrough : require

layout(triangles) in;

layout(passthrough) in gl_PerVertex
{
	vec4 gl_Position;
} gl_in[];

layout(passthrough, location = 0) in VertexBlock
{
	int a;
	int b;
} v1[];

layout(location = 2) in VertexBlock2
{
	int a;
	layout(passthrough) int b;
} v2[];

layout(passthrough, location = 4) in vec4 vPoint[];

void main()
{
	gl_Layer = gl_InvocationID + v1[0].a + v2[1].b;
}
